Seoni

Countess Cassiopeia Zespire's page

39 posts. Alias of Helikon.


Full Name

Countess Cassiopeia Zespire

Race

Human

Classes/Levels

Investigator/Psychic 1

Gender

female

Spoiler:
AC 15/T12/FF13 HP 10/10 F+1 R+4 W+2 Init +2 SM +5 /Perception +4

Size

medium

Age

21

Alignment

CG

Location

Oppara

Languages

Common, Draconic, Celestial, Halfling, Azlant

Strength 8
Dexterity 14
Constitution 12
Intelligence 18
Wisdom 10
Charisma 14

About Countess Cassiopeia Zespire

Data:

Name: Countess Cassiopeia Zespire
Race: Human (Taldor)
Job: Psychic/Investigator (Empyrist)
Age: 21
Height: 5´2"
Weight: 120 lbs
Alignment: CG
Personality:
Likes:
Dislikes:
Favorite foods:
Hobbies:
Physical Description: White skin, Red hairs braided to the back, strong limbed, with a few scars.
Deity:
Languages: Common,

Combat:

Hit Points: 10
Initiative: +2
Armor Check Penalty:
Speed: 30 feet
Armor Class: 15 (10 + 2 Dex + 3 Armor+0 shield)
Touch: 12
Flat-footed: 13
Saves:
Fortitude: +1(0 +1 Con)
Reflex: +4 (2 +2 Dex)
Will: +2 (2 +0 Wis)

Situational Bonuses:

Combat:
Dagger -1 d4-1

Base Attack Bonus: 0
Melee Attack Bonus: -1 (0 BAB+ -1 Str)
Range Attack Bonus: +2 (0 BAB+ 2 Dex)
Combat Maneuver Bonus: 0 (0 BAB+ -1 Str)
CMD: 11 (10+ 0 BAB+ -1 Str + 2 Dex)

Racial & Class Traits:

Human
+2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Medium:
Humans are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed:
Humans have a base speed of 30 feet.
Extra Feat
Silver Tongued
Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can shift up to three steps up rather than just two.
Languages:
Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
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Psychic
Weapon and Armor Proficiency:
A psychic is proficient with all simple weapons, but not with any type of armor or shield.

Spells:
A psychic casts psychic spells drawn from the psychic class’s spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a psychic must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a psychic’s spell is equal to 10 + the spell’s level + the psychic’s Intelligence modifier.
A psychic can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1–7: Psychic. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table 1–3 on page 17 of the Pathfinder RPG Core Rulebook).
The psychic’s selection of spells is limited. A psychic begins play knowing four 0-level spells and two 1st-level spells of the psychic’s choice. At each new psychic level, she learns one or more new spells, as indicated on Table 1–8: Psychic Spells Known. Unlike a psychic’s spells per day, the number of spells a psychic knows isn’t affected by her Intelligence score; the numbers on Table 1–8 are fixed.
At 4th level and every even-numbered level thereafter (6th, 8th, and so on), a psychic can choose to learn a single new spell in place of one she already knows. In effect, the psychic loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level spell from the psychic’s class list that the psychic can cast. A psychic can swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
A psychic need not prepare her spells in advance. She can cast any psychic spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell’s level.

Knacks:
Psychics learn a number of knacks, or 0-level spells, as noted on Table 1–8. These spells are cast like any other spell, but they don’t consume any slots and can be used again. Knacks cast using other spell slots (due to metamagic feats, for example) consume spell slots as normal.

Phrenic Pool (Su): 2
A psychic has a pool of supernatural mental energy that she can draw upon to manipulate psychic spells as she casts them. The maximum number of points in a psychic’s phrenic pool is equal to 1/2 her psychic level + her Wisdom or Charisma modifier, as determined by her psychic discipline. The phrenic pool is replenished each morning after 8 hours of rest or meditation; these hours don’t need to be consecutive. The psychic might be able to recharge points in her phrenic pool in additional circumstances dictated by her psychic discipline. Points gained in excess of the pool’s maximum are lost.

Phrenic Amplifications:
A psychic develops particular techniques to empower her spellcasting, called phrenic amplifications. The psychic can activate a phrenic amplification only while casting a spell using psychic magic, and the amplification modifies either the spell’s effects or the process of casting it. The spell being cast is called the linked spell. The psychic can activate only one amplification each time she casts a spell, and doing so is part of the action used to cast the spell. She can use any amplification she knows with any psychic spell, unless the amplification’s description states that it can be linked only to certain types of spells. A psychic learns one phrenic amplification at 1st level, selected from the list below. At 3rd level and every 4 levels thereafter, the psychic learns a new phrenic amplification. A phrenic amplification can’t be selected more than once. Once a phrenic amplification has been selected, it can’t be changed. Phrenic amplifications require the psychic to expend 1 or more points from her phrenic pool to function.

Will of the Dead (Su):
Even undead creatures can be affected by the psychic’s mind-affecting spells. The psychic can spend 2 points from her phrenic pool to overcome an undead creature’s immunity to mind-affecting effects for the purposes of the linked spell. This ability functions even on mindless undead, but has no effect on creatures that aren’t undead. This amplification can be linked only to spells that have the mind-affecting descriptor.

Psychic Discipline (Ex or Sp):
Each psychic accesses and improves her mental powers through a particular method, such as rigorous study or attaining a particular mental state. This is called her psychic discipline. She gains additional spells known based on her selected discipline. The choice of discipline must be made at 1st level; once made, it can’t be changed. Each psychic discipline gives the psychic a number of discipline powers (at 1st, 5th, and 13th levels), and grants her additional spells known. In addition, the discipline determines which ability score the psychic uses for her phrenic pool and phrenic amplifications abilities. The DC of a saving throw against a psychic discipline ability equals 10 + 1/2 the psychic’s level + the psychic’s Intelligence modifier.
At 1st level, a psychic learns an additional spell determined by her discipline. She learns another additional spell at 4th level and every 2 levels thereafter, until learning the final one at 18th level. These spells are in addition to the number of spells given on Table 1–8. Spells learned from a discipline can’t be exchanged for different spells at higher levels.

[b]Rebirth
Your mind is forged from the most powerful memories of a multitude of lifetimes. You have fragmentary knowledge of your prior lives and can leverage the experience gained during these lifetimes into raw psychic power.

Phrenic Pool Ability: Charisma

Bonus Spells:
burst of insight (1st), false life (4th), contact other plane (6th), ancestral memory (8th), reincarnate (10th), transformation (12th), ethereal jaunt (14th), bilocation (16th), akashic form (18th).

Discipline Powers:
Your myriad lives inspire diverse exceptional abilities.

Past-Life Memories (Ex):
You add a bonus equal to half your psychic level (minimum 1) to all Knowledge checks and can attempt all Knowledge skill checks untrained.

Mnemonic Esoterica (Ex):
By reaching into the recesses of your past lives, you gain knowledge beyond that of most psychics. Select a single additional spellcasting class. Once per day when you prepare your spells, you can add one spell from this class’s spell list to your spells known and class spell list for 24 hours. This spell must be 1 level lower than the highest-level spell you can cast, and you cast it as if it were psychic magic. You can decide to change the spellcasting class from which you draw this spell each time you gain a new level.

Resurgence (Su):
At 5th level when you would be reduced to 0 hit points or fewer by an attack, you can spend 2 points from your phrenic pool as an immediate action to regain a number of hit points equal to 1d8 points of damage + your psychic level. At 10th level, this ability’s healing increases to 3d8 + your psychic level. If this healing is insufficient to bring you above negative hit points, you are automatically stabilized. If you would still be killed by the amount of damage taken, you erupt with positive energy and heal all allies within 30-foot-radius burst for the amount you healed yourself.

Physical Regression (Sp):
At 13th level, you can spend 2 points from your phrenic pool as a standard action once per day to take on the form of one of your previous incarnations. This ability functions as the polymorph spell, but its range is personal and its duration becomes 10 minutes per caster level.
[Investigator (Empyrist)
Weapon and Armor Proficiency: Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword caneUE. They are proficient in light armors, but not shields.

Alchemy (Su):
Investigators are highly trained in the creation of mundane alchemical substances and magical potionlike extracts.
When using Craft (alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition, an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check.
Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator’s level as the caster level.
An investigator can create only a certain number of extracts of each level per day. His base daily allotment of extracts per day is given on Table 1–8: Investigator. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.
When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator’s possession, reactivating as soon as it returns to his keeping—an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work.
Creating extracts consumes raw material, but the cost of those materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement.
An investigator uses the alchemist formula list to determine the extracts he can know. An investigator can prepare an extract of any formula he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract’s level. The saving throw DC for an investigator’s extract is equal to 10 + the extract’s level + the investigator’s Intelligence modifier.
An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1stlevel formulae of his choice, plus a number of additional formulae equal to his Intelligence modif ier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator’s or an alchemist’s formula book (and vice versa). An investigator does not need to decipher arcane writing before copying that formulae.

Inspiration (Ex): 4
An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.
An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he’s trained in the skill.
Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Trapfinding:
An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.

Feats, Traits & Skills:

Feats:
Level 1:
Noble Scion (Taldor)
You gain a +2 bonus on all Knowledge (nobility) checks, and Knowledge (nobility) is always a class skill for you. You also gain an additional benefit depending on which family you belong to.
Zespire: Your family runs charities and lobbies heavily for social reform, leaving them with few friends among their Opparan peers but heartfelt support from the common folk and lesser nobility. You gain a +2 bonus on Diplomacy and Perform checks when dealing with common citizens and with nobles whose titles are limited to Lord, Lady, Knight, or Dame.
Fortune Teller
Benefit: Upon taking this feat, choose a focus item for your divination magic—a crystal ball, runes, a harrow deck, or some such item. Whenever you cast a spell from the divination school, you may use this focus item instead of the spell’s material component, as long as the cost of the material component is no more than 1,000 gp. If you choose to perform the spell using your focus item and the spell’s normal material component (regardless of that component’s cost), you cast the spell at +1 caster level.

Fortune-telling
Fortune-telling conjures images of hazy tents, mysterious women shrouded in shawls, and portents wafting through the air like incense.

So how do you, in your modern game room that is probably noticeably lacking in crystal balls and mysterious tents, use the illusion of fortune-telling to give your players the same excited trepidation, as well as both hope and fear for their characters’ destinies? No matter how the fortune-telling enters your campaign, you as the Gamemaster have options. You can choose to roll some dice behind a screen and simply tell your players the result—or you can choose to use the moment to create dramatic tension and the feeling that the players’ characters are integral to the fortune-telling. While the second option is likely a lot more fun for all involved, it does require some work on your part.
Traits:
Child of Oppara
You gain a +1 trait bonus on Appraise and Knowledge (nobility) checks, and one of these skills is always a class skill for you. The Noble Scion feat does not have a Charisma prerequisite for you. In addition, you start play with a noble’s outfit, a signet ring, and a single additional nonmagical item worth no more than 200 gp.

Harrow Chosen
You begin play with your family’s heirloom harrow deck. If you use this specific harrow deck as an additional focus component when you cast a divination spell, your caster level is treated as being 2 levels higher. Additionally, twice per week, you can spend 10 minutes consulting this harrow deck on a particular action to gain the effects of the spell augury as a spellcaster of your character level. No one other than you gains these benefits from this harrow deck. If your harrow deck is destroyed, it cannot be replaced. However, by returning to your family, paying 300 gp on materials, and spending 1 week immersed in the songs and stories of your people, you can create a new harrow deck that grants half the benefits of the lost heirloom.
Skills:
Short:
Bluff+10, Craft(alchemy)+9, Diplomacy +10, Disable Device +9, Intimidate +8, Know (history +9, local +9, nobility +12, Perception +4,
Sense Motive +5, Spellcraft+8, Use magic device +6
Long
• Skillpoints gained/level (6+4+2) 8+ 4(int)
• Acrobatics: 2 (0 ranks; +0 trained; +1 Dex)
• Appraise: 5 (0 ranks; +0 trained; +4 Int +1 tr)
• Bluff: 10 (1 ranks; +3 trained; +2 Cha +2 rac+1tr)
• *Climb: -1 (0 ranks; +3 trained; -1 Str)
• Craft Alchemy: 9 (1 ranks; +3 trained; +4 Int +1C)
• Diplomacy: 10 (1 ranks; +3 trained; +2 Cha +2rac +2 circ)
• Disable Device: 9 (1 ranks; +3 trained; +2 Dex +1C+2circ)
• Disguise: 2 (0 ranks; +0 trained; +2 Cha)
• Escape Artist: 2 (0 ranks; +0 trained; +1 Dex)
• Fly: N/A (0 ranks; +0 trained; +2 Dex)
• *Heal: 0 (0 ranks; +0 trained; +0 Wis)
• Handle Animal 2 (0 ranks; +0 trained; +2 Cha)
• Intimidate: 8 (1 ranks; +3 trained; +2 Cha +2 circ)
• Know (arcana): 5 (0 ranks; +0 trained; +4 Int +1 C)
• Know (Dung): 5 (0 ranks; +0 trained; +4 Int +1 C)
• Know (geography): 5 (0 ranks; +0 trained; +4 Int +1 C)
• Know (history): 9 (1 ranks; +3 trained; +4 Int +1 C)
• Know (local): 9 (1 ranks; +3 trained; +4 Int +1 C)
• Know (nature): 5 (0 ranks; +0 trained; +4 Int +1 C)
• *Know (nobility): 12 (1 ranks; +3 trained; +4 Int +1 C +2 Feat+1trait)
• Know (planes): 5 (0 ranks; +0 trained; +4 Int +1 C)
• *Know (religion): 5 (0 ranks; +0 trained; +4 Int +1 C)
• Linguistics: 4 (0 ranks; +0 trained; +4 Int)
• Perception: 4 (1 ranks; +3 trained; +0 Wis)
• *Ride: 2 (0 ranks; +0 trained; +1 Dex)
• *Sense Motive: 5 (1 ranks; +3 trained; +0 Wis +1tr)
• Stealth: 2 (0 ranks; +0 trained; +1 Dex)
• Spellcraft: 8 (1 ranks; +3 trained; +4 Int)
• Survival: 0 (0 ranks; +0 trained; +0 Wis)
• Swim: -1 (0 ranks; +3 trained; -1 Str)
• *Use magic Device: 6 (1 ranks; +3 trained; +2 Cha)
Languages:
Common, Draconic, Celestial, Halfling, Elven


Spells & Extracts:

Spells
#Knacks
Daze, Detect Magic, Light, Prestidigation, Stabilize
#Level 1:
Mind Thrust, Sleep, burst of insight
Extracts
#Level 1:
Comprehend Languages, Cure light wounds, Disguise self, Expedious retreat, Heigthen Awerness, Shield

Equipment:

Dagger 2gp
----------------------------------------
Masterwork Parade Armor (f)
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Miscenellous:
Harrow Deck (f)
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signet ring (f)
noble’s outfit
Thieves tools (MW) 100

Carrying Capacity:
Light Load: 0 lbs - 100 lbs
Medium Load: 101 lbs - 200 lbs
Heavy Load: 200 lbs - 300 lbs
Lift Over Head: 300 lbs
Lift Off Ground: 600 lbs
Push or Drag: 1500 lbs
Carried Possessions (84 lbs):
Pouch with Coins (1 lbs):
CP:
SP:
GP: 4
PP:


Story/Background:

The golden cage
Oppara is the shining jewel of Taldor. The gilded city. Capital of our proud and powerful Nation. For indeed we are proud… and still powerful. Home of the Kithardoian Academy and the Rhapsodic College and it is, without a doubt, a city, no the city of arts.
But what was once the epicentre of the whole world, is now just a shadow of its former glory. No place we hurt more when Aroden… just died. And with his death it seems so did our panache and was replaced by envy, greed and sloth. The gilded roofs have been stripped of their gold, poverty and crime are a plague and the root of it all are we.. the nobility.

We have forgotten the pact. Those that served are ruled by us for their better live. We sit there and reap the harvest of their work. But we waste it on senseless parties, holding up the status quo. "The mighty status quo." Let it burn in Asmodeus halls. Although sometimes I think he is behind some of it.
Yes, we are the source of much of this strive and misery. But we are also victims of it. Do not doubt that we also life in a cage.
Yes, our cage is gilded, but it´s sitting on the same piece of excrements as all the others people. And our breathing room is often sooo much smaller.

From the first moment we can sit, it is “sit straight”. From our first word, it is “Think thrice before you speak, what you say, and to whom”. Our early lives are governed by timetables. As a nobles child it is how to speak, how to walk, how to dress, how to curtsey, how to behave.
Our lives are bargaining ships to better our family ties. And if you are of martial character, you learn how to fight to join the military and with a bit of bad luck die gloriously in a senseless border conflict or peasant uprising.
And Abadar forbid it if you are more of an intellectual character. Then your brain is mercilessly filled by tutors to hammer the knowledge and skills into your brain, so that you take over the duties for your family. Let Asmodeus have them all. And if you think at least a noble´s life is safe.. HA. I had 2 attempts on my life and I am only 21.

If you wonder, yes, I am one of the lucky noble children who can count to three without using my fingers.
You see… I have a gift. I can see patterns. All kind of patterns. Who is attracted to whom. Who secretly despises one another. Who claims to be an enemy, but is secretly allied. Sometimes… by observing the people, sometimes by reading the cards.
On the surface and on parties I am just a novelty. The gods be blessed. But truly the more I observe the patterns the more I can see that our city, and our country needs a new wind. A broom to wipe the old, trodden-in bowel evacuations.

Oh that doesn´t look good on my family. “Cassiopeia, behave like a grown woman. Cassiopeia, remember your station. Cassiopeia, our family does more for the poor than all the other noble families combined.” Yes, we do. And it is not even remotely enough.
It is time for a wind of change. It is time for action. And if we do not lead and guide it. It will destroy our society instead of rejuvenate it. And we have not to look too far to see where that may lead us. I have found one or two friends who will and can aid me.

They even are able to procure interesting items and skills for me.


Introduction:
Countess Cassiopeia Zespire is a small woman, with graceful limbs and elegant hands. She has a lightly tanned skin and very long hair in the colour of honey, usually braided and pinned behind her head in a complicated taldan know. Her most defining feature are her eyes, one is crystal blue, the other amber.